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Just when you thought 2017 couldn’t get any scarier, a brand new gameplay video from the unhallowed corridors of Asylum goes live! It’s a small tease of bigger things to come as development of our mega-ambitious horror adventure switches to (healthy) crunch mode.

Asylum has all the hallmark features of beloved cult hit Scratches, but bigger and better. You won’t believe the engrossing atmosphere and storyline we have prepared for you, a love letter to obscure 80’s films with influences ranging from H. P. Lovecraft to Lucio Fulci — and it’s *really* happening: following some productive months, we’re approaching beta, which means the coveted release date keeps getting closer.

Thank you for your unending patience and sticking with us throughout all this time! We’re going out of our way to deliver an epic horror adventure that we hope you’ll be discussing for years to come. Have a spooky New Year, and here’s to an even more terrifying 2018!

Yes, we do realize it's November 1st. (as in no longer Halloween) but yesterday was an extremely hectic day, so we only posted the news in our social networks. This video is the result of many years of work, and it's still just a glimpse of the kind of experience and terrors you'll find inside the Hanwell Mental Institute. We wanted to create something that makes you feel like you're playing the game, with hints of the mysterious story that will haunt your nightmares for strange aeons to come.

We know it's awfully delayed, but we're working hard every day to ensure Asylum meets even your wildest expectations!

But wait, there's more! We recently did some cool tests with Steam Link and an Xbox controller. Asylum looks amazing on a big HDTV, and plays just as well! We're also supporting the Steam Controller, of course:

Surprise! For the first time ever, we’re making publicly available the full 2-minute long introduction to Asylum. This ominous ride towards the Hanwell Mental Institute through a clifftop overlooking the immemorial ocean is just a glimpse of the mood that awaits you in the game: brooding, surreal, and relentlessly menacing:

The intro may look subtle but if you pay attention you might notice disturbing details. Keep in mind this not final and, thanks to the feedback of our Kickstarter backers, we’re working on some small but key changes.

We hope you enjoy this preliminar look into our ambitious project that may earn a permanent place in your nightmares.

Hello new and devoted fans! As more of you come to this Greenlight page and days go by, here’s a promised status update of Asylum. I’ll try to keep it short, but first: feel free to download this pack of scrumptious HD wallpapers for your desktop and mobile devices. They ooze mood and fear: http://www.senscape.net/files/asylum_wallpapers_pack1.zip

So, Asylum has been in alpha for a while. The entire building — Hanwell Mental Institute — can be explored fully, close to 100 distinct locations with tons of details and horrifying things. We’re now implementing the actual game logic, which is the things you do and problems you solve inside this dreadful place. This year we achieved a crucial milestone in the project: the characters you meet in Hanwell, and the way you interact with them, have been finalized. As I'm going to discuss in upcoming updates, this was no small feast: these dwellers of the asylum look and behave humanly, with impressive animations and believable reactions to your questions. They’re truly on the same level of big budget games, and they took a tremendous time to get right. Here's a test we did for the mysterious Lenny — perhaps your only friend in Hanwell — and he's already looking much better:

Other progress include the breathtaking new visual effects, such as a foreboding weather system that will completely change the style and feel of the Asylum. Check out this oppressive sunset and brooding thunderstorm:

We say this often but the reason we don’t want to venture a release date is to avoid giving you false expectations. We’ve been doing so for the past years (harkening back to an embarrassing “Coming 2011”) and you see how that went. This is a huge game, too huge we reckon, with a difficult schedule that’s hard to estimate, but we’re pulling it off. We’re also very stubborn when it comes to the quality and style of the things we do. The kind of detail we're striving to achieve can be seen in this mysterious tape recorder — note the strikingly realistic wobbling tape head:

Those Kickstarter backers who tried Asylum can confirm that simply moving around Hanwell alone can take several hours. For sure, this is a game that will live up to the expectations, not just playing it but encouraging endless theories and discussions about its story.

Oh, we have dead cats too:

But while we don’t have news release-wise, we can tell you this: we have settled on a schedule for upcoming things to see and hear from the project. There’s been a bit of uncomfortable silence here but rest assured that all is well and that we’re making progress every day. The moment Asylum is closer to become a reality, it will all happen very fast: new trailer, dozens of screenshots, lengthy gameplay video, post-mortem, live Q&A, demo, you name it. But we’re saving all that to build hype for the shocking moment of truth when you get to see for yourselves the fruit of five years of work and counting. It will happen. 100% guaranteed.

Finally, we're working on a new Steam page with dedicated forums (a much needed upgrade from this Greenlight page) that it's going to be available real soon. It will be much easier to post news and keep you updated then!

For now, thank you so much for your patience and being here for us. Until next time!